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Everything posted by dioxideUniversa
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Though it's a few days old now and probably comes as no surprise, just posting this up for posterity from the new Extend hitbox data that was added to the wiki: (CS2) ---> (CSE) IAD you should obviously know for implications in the neutral/footsie game, but as far as combos goes, Hotaru midscreen is the only place you'd really use it. In all other cases, there are alternatives for IAD in combos like Renka(2) midscreen and 3c Gurren combos where a hop version is viable or better. If you want to practice basic 2c SJ cancelling, just do Throw > 2c > sj.2a, j.2c, 2c > sj.2a, AD j.2a, j.C, 5c, 3c in the corner. I found the key when learning this was to not hold the 2 or 1 down for 2c longer than necessary, which means let go and reset to 5 after you hit the button and the attack begins.
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IAD and super jump cancelling 2c into j.2a seemed to be the biggest banes when I was still stuck on pad.
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http://www.youtube.com/watch?v=SUc5yoXTxQ4 The only character I couldn't get it working on was Makoto (which sort of surprises me after getting it to work on Carl.) For characters like Carl, doing the j.B too fast will make it whiff. In most of these, delaying the j.2a also seemed to cause whiffing. The part that needs to be delayed most to make it work (if you can get the first j.B to connect at least) is the AD j.B and the j.A.
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Which characters were causing issues with relaunch?
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It's more than -frames to punish it with 5c, which will yield far greater damage than 5b (and thus be a far greater deterrent to its use.) You'd have to be sleeping to miss it. Trying to beat it rather than block/punish is pretty dangerous and probably not worth the risk in most cases. If a Plat is very heart-car happy, just play patient until they screw up, since using Mami without meter is a pretty clear tell of an impatient player without a solid game plan. You won't see random Mamis being thrown out in high level play without rapids.
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[CSE] PSN Match Finder/GG Thread
dioxideUniversa replied to Amadeus46Art's topic in BlazBlue Online Play
GGs to anyone who played in my room this evening. -
Spoilers: I had to rerecord that one a lot. I'd echo what Mac is saying and probably suggest that you're doing the IAD much later than you think you are.
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Oh nooooo bad mistakes. I just copy pasted those out of the thread, but I am the one that wrote those! Good catches. It is indeed supposed to be 5C and 3C (3A...?) in the corner combo and j.B > j.2a in the midscreen combo, obviously.
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More videos here. Several damage values were wrong in this set; also fixed some instances of ADs being incorrectly listed as IADs. I skipped two Hotaru combos as they need to be re-recorded. Hotaru: (2) Hotaru (corner), 6C, 6A, 2C > sj.2A, j.2C, 2C > sj.2A, j.2A, AD j.2A, j.C, 5C, 3C (3902 damage / 2.2 stars gained) (Video) ***Listed with 3 reps which is techable without Fatal in CSE (3) Hotaru (near corner), IAD j.C, Gurren, 2C > sj.2A, falling j.2C, 2C > j.2A, j.2A, AD j.2A, j.C, 5C, 3C (3663 damage / 2.2 stars gained) (Video) ***Removed 3rd rep (5) Hotaru FC, IAD j.2C, 5C > Renka (1) > Kishuu, 2C > j.B > j.2A, AD j.B > j.A, 2C > j.B > j.2A, AD j.2A, j.C, 5C, 3C (4447 damage / 1.8 stars gained) (Video) Tsubaki: (3) Tsubaki (midscreen), IAD j.2C, 2C, sj.2A, AD j.2A, j.C (3942 damage / 0.8 stars gained) (Video) (3) Tsubaki (midscreen), IAD j.2C, 2C, sj.2A, AD j.2A, (into corner) falling j.2C, 2C > sj.2A, j.2A, AD j.2A, j.C, 5C, 3C (4802 damage / 2.2 stars gained) (Video) (3) Tsubaki (corner), 6C[2], hop 2C > sj.2A, falling j.2C, 2C > sj2A, falling j.2C, 2C > sj.2A, j.2A, AD j.2A, j.C, 5C, 3C (5433 damage / 2.7 stars gained) (Video) ***Listed as full 6c which there isn't enough untech for, changed to lv. 2 (6) Tsubaki, 6C[2], Renka (1) > Kishuu, 2C > sj.2A, falling j.2C, 2C > sj2A, falling j.2C, 2C > sj.2A, j.2A, AD j.2A, j.C, 5C, 3C (5779 damage / 2.3 stars gained) (Video) ***Listed as full 6c which there isn't enough untech for, changed to lv. 2 Zantetsu: (3) Zantetsu (2) (midscreen), 2C > sj.B > j.2A, AD j.B > j.2A, j.C (4151 damage / 0.8 stars gained) (Video) (3) Zantetsu (2) (corner), 2C > sj.2A, falling j.2C, 6A, 6C, 2C > j.B > j.2A, j.2A, AD j.2A, j.C, 5C, 3C (5125 damage / 2.3 stars gained) (Video) (4) Zantetsu (2) (midscreen) > Kishuu, 2C > j.B > j.2A, AD j.B > j.A, 2C > sj.2A, AD j.2A, j.C (4442 damage / 1.3 stars gained) (Video) ***Listed as Zan(1), corrected (4) Zantetsu (2) (corner) > Kishuu > 2C > sj.2A, j.2C > 6A, 6C, 2C > j.B > j.2A, j.2A, AD j.2A, j.C, 5C, 3C (5125 damage / 2.3 stars gained) (Video) ***Listed as Zan(1), corrected Shippu: (7) Shippu CH (midscreen) > Renka (1) > Kishuu, 2C > j.B > j.2A, AD j.B > j.2A, j.C (6185 damage / 1.3 stars gained) (Video) ***CH not listed, Renka whiffs on normal hit @Indigo: Hakumen's hitbox actually gives Platinum trouble in a similar combo situation as the j.B > j.2a x3, so that's not terribly surprising.
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火九 was listed as Kakyuu in the thread during CS2 IIRC.
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Busy busy busy. To clarify (and reiterate on what axis said,) they're already so high up with the AD j.B j.A 2c combos that you can super jump up and hit them with a delay j.B, but doing so pushes them so high up that the j.2a makes them cross over, hence "awkward reversal." Technically you can still do the combo, but having a reversal happen at the very end of a carry-heavy combo is pretty counterproductive. It's different to have it as 2c > j.2a > AD j.B > j.2a, of course. However, with starters like 2a and 2b, I didn't bother messing with it. (I'm also just recording what I see in the thread for the most part!) I don't want to shit up the thread with tons of video posts, so I'll probably limit it to once or twice a week at most.
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Here to dump videos I've recorded over the weekend. In a hurry so no time to match them to their combos, sorry! I bolded some new 5c combos that weren't listed. 5a http://www.youtube.com/watch?v=Qa3LqMqFPeA http://www.youtube.com/watch?v=Yr8vAr93-WY http://www.youtube.com/watch?v=PvbE-ll0hO0 http://www.youtube.com/watch?v=6JzGQN1B3Zw http://www.youtube.com/watch?v=sVe8gp3aRHo http://www.youtube.com/watch?v=W4omCCGEnQs 6a http://www.youtube.com/watch?v=kdyF15ypgO4 http://www.youtube.com/watch?v=igUVOMgWGhA http://www.youtube.com/watch?v=9O2XQL7NGbs http://www.youtube.com/watch?v=TazuSEJYbkc 5b http://www.youtube.com/watch?v=3rpWyVkRh74 http://www.youtube.com/watch?v=yEd1rf3zTWE http://www.youtube.com/watch?v=uuloaylW1rk http://www.youtube.com/watch?v=VSsygZR89Vo http://www.youtube.com/watch?v=cJDdEiXR_lQ http://www.youtube.com/watch?v=bP_dGH8lRuk 2a http://www.youtube.com/watch?v=8scnfxa8K2M http://www.youtube.com/watch?v=kh8E1I3xZ5A 2b http://www.youtube.com/watch?v=zRkHeGKy8wY 5c http://www.youtube.com/watch?v=-Qcw8STGjRw http://www.youtube.com/watch?v=w94MGyDmqXM http://www.youtube.com/watch?v=IdZ7r1f2Wvw http://www.youtube.com/watch?v=IANQvCZjPvo http://www.youtube.com/watch?v=va_4zwZ2ysc 2c http://www.youtube.com/watch?v=GVb91o5NNPg http://www.youtube.com/watch?v=Fd8hSonBdng http://www.youtube.com/watch?v=GweLo3dP294 3c http://www.youtube.com/watch?v=GF5bOI-rZVs http://www.youtube.com/watch?v=bNAFW3AKf2g http://www.youtube.com/watch?v=I0xMzpOAV_A 4c http://www.youtube.com/watch?v=rsgHTHZlIvA http://www.youtube.com/watch?v=dQTDnEW4P1Q Hotaru http://www.youtube.com/watch?v=FSpfYm-AJks One thing to note is that in a lot of the standard Renka(1) Kishuu combos (such as the 2b one,) the combo had a j.B listed after j.B > j.A, 2c > j.B > j.2a, AD etc. This j.B really doesn't work well without the OTG 2c (I could not get it to work at all in most cases without an awkward reversal happening,) so I omitted it anywhere where it occurred.
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I remember the 6D super jump thing, but I wasn't having any luck with the IAD version except for characters with large grounded hitboxes like Tager and Rachel. Would be interested in seeing more info on it from people with better execution.
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It's more work than anticipated, but I am more than willing to make changes as needed. I have more stuff recorded, but I haven't had time to get them put up. Will probably marathon the thread over the weekend.
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I personally find (#) [starter] lining up cleanly makes it much easier to sort through. Plus what brought it up was I was trying to figure out the best way to write these combos out in the videos, but youtube doesn't have formatting. Having stars required / stars regained made it a little harder to look at with no other formatting like bolds, and I feel it would be best for them to match the way it is written on the thread. That said, I got some videos uploaded already, but I'm not sure what the easiest, most streamlined way is to get them posted up in the thread. I suppose I'll just copy paste the combo and attach the link on the end (especially since some combos as posted have information missing.) I've tried to handle how the videos are presented (particularly title/description etc.) using my best judgement, so opinions on that are welcome. I ran into some weird spots/errors while recording, so I attached any ***notes below any combos where I encountered problems in case discussion is required. These shouldn't be copied to the thread. 5A (0) 5A CH > 6A, 3C (1122 damage / 0.5 stars) (Video) (1) 5A CH > 6A, 5A > 5B > Gurren, 3C (1468 damage / 0.8 stars) (Video) (2) 5A > 5B > 623AA > falling j.2C, 2C > j.2A, AD j.2A, j.C (2076 damage / 1.3 stars) (Video) (2) 5A > 5B > 623AA > falling j.2C, 2C > j.2A, AD j.2A, j.C, (corner) 5C, 3C (2342 damage / 1.8 stars) (Video) *** This one was listed as 2380 damage, but 2342 is what I got when I did it. (3) 5A > 5B > Gurren > 623AA > falling j.2C, 2C > j.2A, AD j.2A, j.C (2130 damage / 1.5 stars) (Video) 6A (0) 6A > 6B (1127 damage / 0.5 stars) (Video) Let me know what (if anything) would be easier for you as far as getting the videos with their combos, Mac.
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Added a note about switching the j.2c with j.B as needed in the air throw combos. I'll probably start going through and recording videos for a lot of these combos later tonight unless someone else was planning on doing so! EDIT: I personally feel it looks less sloppy to have meter regained listed after damage rather than at the beginning next to stars required since the combos are partially organized by stars required.
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Zantetsu (3) *Zantetsu(2) (Midscreen), 2c > sj.B > j.2a, AD j.B > j.2a, j.C (4151 damage, 0.8 stars) (4) Zantetsu(2) (Midscreen) > Kishuu, 2c > j.B > j.2a, AD j.B > j.A, 2c > sj.2a, AD j.2a, j.C (4442 damage, 1.3 stars) (3) *Zantetsu(2) (Corner), 2c > sj.2a, j.2c > 6a, 6c, 2c > j.B > j.2a, j.2a, AD j.2a, j.C, 5c, 3c (5125 damage, 2.3 stars) (4) Zantetsu(2) (Corner) > Kishuu > 2c > sj.2a, j.2c > 6a, 6c, 2c > j.B > j.2a, j.2a, AD j.2a, j.C, 5c, 3c (5125 damage, 2.3 stars) * Close range required Air Throw (0) Air Throw (Midscreen), *j.2c > 2c > sj.B > j.2a, AD j.B > j.2a, j.C (2937 damage, 1.5 stars) (1) Air Throw (Midscreen), *j.2c > 5c > Kishuu, 2c > sj.B > j.2a, AD j.B > j.2a, j.C (3183 damage, 1.6 stars) * Replace with j.B if too low to the ground Didn't know about this one and was messing wit hit; is it character specific? I'm not having any luck getting it to work on Jin, but it seems pretty strict in general. Can't get the j.2c part to hit late enough so they don't tech the 2c.
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You posted it! Was actually going to suggest those vids should probably be in the video thread at this point. I can't even remember what the other matches were that aren't in that playlist at this point (if there were any...)
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He was talking about match videos, ideally JP ones since they have a greater volume of high-level players than non JP vids. We have a thread where a bunch of match vids are stored. You can use parries in blockstrings, but it's sort of a gimmick. Smart use/understanding of the opponent/yomi can create rewards, but all they have to do is keep blocking and you get punished for large damage. There are far safer ways to construct pressure strings. Learning to use parries effectively in defense would be something like 6Ding an overhead that you reacted to/had reasonable certainty was coming instead of blocking it, for an example. Instant block parry can also be powerful, but you have to know the frame data and the opponent's pressure tools/tendencies to make this work out well. You don't have to use parry to have a good defense, either (Spark for example.) Still having some issues understanding what you're trying to say here, sorry. For combos, at least, as I said it's simply best to hit up training mode and grind Haku's bnbs. The Yukikaze combo for example (If you did indeed mean simply Yukikaze > Gurren > 6c) would be Yukikaze > Kishuu > 2c > sj.2a > AD j.2a > j.C. If you are using Yukikaze to escape the corner, instead you do Yukikaze > Kishuu > IAD > j.2a > j.2c > 2c > sj.2a > AD j.2a > j.C > 5c > 3c. I'm having some issues going through your notation, but in general with blockstrings, a good idea as Mac said is to go through match videos and watch what other players do for pressure. I will say that autopiloting 5As in pressure is bad because it whiffs on crouching on a lot of the cast, and due to how Hakumen's pressure works, opponents typically will crouch block through a majority of your blockstrings due to the lack of strong overheads available midscreen that have good damage. When I mentioned basic throw mixup, the sort of thing I meant was stuff > Kishuu > throw. If they're teching this a lot, you can go Kishuu > 2a > Throw (purple) to catch their quick reflex and Throw Reject Miss them. Again, the mixup thread has good ideas, you can get ideas from JP matches, etc. Dropping stuff like AD j.2a is simply practice. If they're teching you're simply doing it too slowly. Situations where there is a techable frame between j.2a AD j.2a vs. somewhere else is pretty rare. Grind training mode! Make sure you're grinding a combo that's worth doing, though. Also, if you're able to post a match video of your own, seeing your gameplay can make it a lot easier to provide suggestions.
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If by "blocking with his drive" you mean "using drive in place of blocking" or abusing it in general to poor effect, a quick way to learn is to simply unbind D. That said, the general consensus it's best to use parry only in reaction to things. Avoid guesses. High level players will have varying styles between never parries and goes for parries a lot, but you have to be smart about it. If you're going to abuse any of them, it would probably be 5D or Yukikaze because they have the longest window of active frames, but you still have to be careful as they are easy to punish for big damage if baited (also, 5D doesn't start on frame 1 like the other parries.) What are the same combos you are doing all the time? Clarification needed here. There are a set of combos you should know for given situations, but it's still basically "doing the same combos all the time." If you're just having issues with autopiloting non-ideal combos, just grind the new optimal combo in training mode off various starters/situations and then make a conscious effort to try and use them in live play with the goal of "I need to find x starter so I can do y combo." Eventually it will come as naturally as whatever old combo you used to be doing. Mixups are sticky because you have to be much more deliberate than most characters due to reliance on meter to make mixups happen. Check here for ideas. If you aren't doing a lot of throw mixups, Hakumen can get good mileage off that (especially in the corner.) I can only assume "2nd j.2c" is referring to the corner combo. If you're dropping the 2c after it, it's because you're hitting j.2c too early and they are out of hitstun by the time the 2c goes active. If you're dropping the actual j.2c, it's because you're hitting it too late and you're landing before the active frames come out. It also depends on what combo you are doing. If you aren't super jumping after your 2cs, a lot of times the j.2c can whiff. Certain combos like the throw combo have normal jump 2cs in them. Auto-piloting in general: make an effort to try and think about what you're doing and why. Save replays and ask questions when stuff did not go the way you expected it to.
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land of salt
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Block/punish ID with 5c will get you a far greater reward than Yukikaze for way less meter and less risk in any situation, especially when you have them in the corner. But yes, the tl;dr about DP problems is that if your friend is DPing a lot, it's because it's working. If you start hitting him hard for trying it, committing to it will feel more risky and he will respect your pressure more. Kishuu -> Throw depends on what his "very good reflex" is. Is he teching your throw? Mashing ID or 2a? If he's teching the throws, do Kishuu -> 2a -> Throw (Purple). If he reacted to your Kishuu and slammed throw, he'll get TRM'd (Throw Reject Miss) for hitting it too early. ID is the same as before--just block it. If he's mashing out with 2a, that's when you would want to use something like parries. I'd suspect that it's possible you're getting predictable with where you are using Kishuu in your pressure, so you do have to think about what you're doing and try not to stay predictable. Mashing becomes an issue if you are projecting clear patterns for where you're going to use Kishuu. 3c is -4, so especially if he's instant blocking it, he can easily get you with 5b if you decide to start up another 9 frame 3c. It's not something you want to use a lot. (I may have misinterpretted what you were saying on this part, tho...) Hakumen is pretty dependent on meter and respect from the opponent to do pressure. A big step that will make pressure easier for you is start getting him for disrespecting you, especially if he's getting away with things like DPing a lot. Figure out where he's getting you where your pressure isn't working and try to punish him for it. Hakumen has a lot of power to do this with parries if he's getting predictable, but you have to be smart and careful about their use, as they are very unsafe.